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VRage.Game.ModAPI.Ingame.Utilities.MyIni
Malware edited this page Dec 21, 2018
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56 revisions
← Index
Namespace: VRage.Game.ModAPI.Ingame.Utilities
Assembly: VRage.Game.dll
A configuration class to parse and create a text string resembling the old fashioned INI format, but with support for multiline values. Do not forget that parsing is a time-consuming task. Keep your parsing to a minimum.
Using MyIni to deal with CustomData end-user configuration: The CustomData:
[kernel]
output=DebugTextPanel
bootText=
|-- HAL9000 --
|Good morning, Dave.The code:
MyIni _ini = new MyIni();
IMyTextPanel _outputTextPanel;
public Program()
{
MyIniParseResult result;
if (!_ini.TryParse(Me.CustomData, out result)
{
Echo($"CustomData error:\nLine {result}");
}
// Get the kernel section's output value. If this value is set, the system attempts
// to retrieve a text panel with the value set. Otherwise output is ignored.
var name = _ini.Get("kernel", "output").ToString();
if (name != null)
{
_outputTextPanel = GridTerminalSystem.GetBlockWithName<IMyTextPanel>(name);
if (_outputTextPanel == null)
Echo($"No text panel named {name}");
}
// Get the kernel section's boottext value. If no value is given, a default value will be returned.
var bootText = _ini.Get("kernel", "bootText").ToString("Kernel is starting up...");
_outputTextPanel?.WritePublicText(bootText);
}
public void Main() {
// Do your stuff. Only parse the configuration when you have to.
}Using MyIni to deal with internal storage:
MyIni _storage = new MyIni();
Vector3D _startupPosition;
bool _hasTarget;
Vector3D _currentTarget;
public Program()
{
// You only need to parse here in the constructor.
if (_ini.TryParse(Storage)
{
var str = _ini.Get("state", "startupPosition").ToString();
Vector3D.TryParse(str, out _startupPosition);
str = _ini.Get("state", "currentTarget").ToString();
Vector3D.TryParse(str, out _currentTarget);
_hasTarget = _ini.Get("state", "hasTarget").ToBoolean();
}
else
{
// Set up defaults, the storage is nonexistent or corrupt
_startupPosition = Me.CubeGrid.Position;
}
}
public void Save()
{
// You only need to update Storage when the Save method is called.
_ini.Set("state", "startupPosition", _startupPosition);
_ini.Set("state", "currentTarget", _currentTarget);
Storage = _ini.ToString();
}
public void Main() {
// Do your stuff
}This class is NOT THREAD SAFE as it's optimized for programmable block use.
| [`string EndContent`](VRage.Game.ModAPI.Ingame.Utilities.EndContent) | You can terminate a configuration stream by entering "---" on a separate line. This property will contain all the content after this line. |
| [`string EndComment`](VRage.Game.ModAPI.Ingame.Utilities.EndComment) | Get or set a comment to be placed after the last section or item. Is`null`if the section does not exist or has no comment. |
| static [`bool HasSection(string config, string section)`](VRage.Game.ModAPI.Ingame.Utilities.HasSection) | Determines if the given configuration contains what looks like the given section. It does not verify that the content is actually in a valid format, just if there's a line starting with [section]. |
| [`bool ContainsSection(string section)`](VRage.Game.ModAPI.Ingame.Utilities.ContainsSection) | Determines whether a section of a given name exists in the currently parsed configuration. |
| [`bool ContainsKey(string section, string name)`](VRage.Game.ModAPI.Ingame.Utilities.ContainsKey) | Determines whether a configuration key (section/key) exists in the currently parsed configuration. |
| [`bool ContainsKey(MyIniKey key)`](VRage.Game.ModAPI.Ingame.Utilities.ContainsKey) | Determines whether a configuration key (section/key) exists in the currently parsed configuration. |
| [`void GetKeys(string section, List keys)`](VRage.Game.ModAPI.Ingame.Utilities.GetKeys) | Fills the provided list with the configuration keys within the given section. |
| [`void GetKeys(List keys)`](VRage.Game.ModAPI.Ingame.Utilities.GetKeys) | Fills the provided list with all configuration keys within the currently parsed configuration. |
| [`void GetSections(List names)`](VRage.Game.ModAPI.Ingame.Utilities.GetSections) | Fills the provided list with the names of all the sections in the currently parsed configuration. |
| [`void SetEndComment(string comment)`](VRage.Game.ModAPI.Ingame.Utilities.SetEndComment) | Sets a comment to be placed after the last section or item. Set the comment to`null`to remove it. |
| [`string GetSectionComment(string section)`](VRage.Game.ModAPI.Ingame.Utilities.GetSectionComment) | Get any comment that might be associated with the given section. Returns`null`if the section does not exist or has no comment. |
| [`void SetSectionComment(string section, string comment)`](VRage.Game.ModAPI.Ingame.Utilities.SetSectionComment) | Sets a comment on a given section. The section must already exist. Set the comment to`null`to remove it. |
| [`string GetComment(string section, string name)`](VRage.Game.ModAPI.Ingame.Utilities.GetComment) | Gets any comment that might be associated with the given key. Returns`null`if the key does not exist or has no comment. |
| [`string GetComment(MyIniKey key)`](VRage.Game.ModAPI.Ingame.Utilities.GetComment) | Gets any comment that might be associated with the given key. Returns`null`if the key does not exist or has no comment. |
| [`void SetComment(string section, string name, string comment)`](VRage.Game.ModAPI.Ingame.Utilities.SetComment) | Sets a comment on a given item. The item must already exist. Set the comment to`null`to remove it. |
| [`void SetComment(MyIniKey key, string comment)`](VRage.Game.ModAPI.Ingame.Utilities.SetComment) | Sets a comment on a given item. The item must already exist. Set the comment to`null`to remove it. |
| [`MyIniValue Get(string section, string name)`](VRage.Game.ModAPI.Ingame.Utilities.Get) | Gets the [MyIniValue](VRage.Game.ModAPI.Ingame.Utilities.MyIniValue) of the given configuration key. |
| [`MyIniValue Get(MyIniKey key)`](VRage.Game.ModAPI.Ingame.Utilities.Get) | Gets the [MyIniValue](VRage.Game.ModAPI.Ingame.Utilities.MyIniValue) of the given configuration key. |
| [`void Delete(string section, string name)`](VRage.Game.ModAPI.Ingame.Utilities.Delete) | Deletes the given configuration key. |
| [`void Delete(MyIniKey key)`](VRage.Game.ModAPI.Ingame.Utilities.Delete) | Deletes the given configuration key. |
| [`void Set(string section, string name, string value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(MyIniKey key, string value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(string section, string name, bool value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(MyIniKey key, bool value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(string section, string name, byte value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(MyIniKey key, byte value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(string section, string name, sbyte value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(MyIniKey key, sbyte value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(string section, string name, ushort value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(MyIniKey key, ushort value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(string section, string name, short value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(MyIniKey key, short value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(string section, string name, uint value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(MyIniKey key, uint value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(string section, string name, int value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(MyIniKey key, int value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(string section, string name, ulong value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(MyIniKey key, ulong value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(string section, string name, long value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(MyIniKey key, long value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(string section, string name, float value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(MyIniKey key, float value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(string section, string name, double value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(MyIniKey key, double value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(string section, string name, decimal value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Set(MyIniKey key, decimal value)`](VRage.Game.ModAPI.Ingame.Utilities.Set) | Sets the value of the given configuration key. |
| [`void Clear()`](VRage.Game.ModAPI.Ingame.Utilities.Clear) | Empties this configuration |
| [`bool TryParse(string content)`](VRage.Game.ModAPI.Ingame.Utilities.TryParse) | Attempts to parse the given content as a configuration file. |
| [`bool TryParse(string content, ref MyIniParseResult result)`](VRage.Game.ModAPI.Ingame.Utilities.TryParse) | Attempts to parse the given content as a configuration file. |
| [`bool TryParse(string content, string section, ref MyIniParseResult result)`](VRage.Game.ModAPI.Ingame.Utilities.TryParse) | Attempts to parse the given content as a configuration file. OBSERVE: Use only for read-only operations. If you parse a single section and run [string ToString()](VRage.Game.ModAPI.Ingame.Utilities.ToString) , you will only get the parsed section, the rest will be discarded. |
| [`bool TryParse(string content, string section)`](VRage.Game.ModAPI.Ingame.Utilities.TryParse) | Attempts to parse the given content as a configuration file. OBSERVE: Use only for read-only operations. If you parse a single section and run [string ToString()](VRage.Game.ModAPI.Ingame.Utilities.ToString) , you will only get the parsed section, the rest will be discarded. |
| [`void Invalidate()`](VRage.Game.ModAPI.Ingame.Utilities.Invalidate) | Forces regeneration of the ini content. Only really useful if you want to reformat the configuration file. |
| [`string ToString()`](VRage.Game.ModAPI.Ingame.Utilities.ToString) | Generates a configuration file from the currently parsed configuration |
Do you have questions, comments, suggestions for improvements? Is there something I can do better? Did I make a mistake? Please add an issue here, and prefix your issue title with Wiki. Thank you, your help will be very appreciated!